- Create Content to win Quest3! - 20 March 2024
Participate in Official Discord: https://discord.gg/zgravclash Share your impression on Z-Grav: Clash via YouTube to get QUEST3! The winning videos will be showcased on all our official social media platforms. Join now and show us your creativity! 🔥 🙋♂️WHO CAN PARTICIPATE? Everyone! 🕙WHEN TO START AND END? The event starts from Mar 21th at 00:00am to Apr 03th at 24:00pm (EST) . The result will be announced on Apr 10th. The rewards will be distributed from Apr 27th. 🙌HOW TO PARTICIPATE? 1. Join the Beta and have a try with Z-Grav: Clash. 2. Screen record the Highlights/Interesting/(Anything you think is attractive) Clips of your gameplay. 3. Edit and post the video on YouTube and include our Discord Link(https://discord.gg/zgravclash) in the video intro. Ps. TikTok Video is also welcome, but it can only earn the Dev Selected Award. 4. Copy the Video Link and post it in the #video c…
- Beta starts on Mar 21 - 20 March 2024
In the previous test, we received a lot of feedback from you. In order to improve, we embarked on a multi-stage closed development spanning several months, during which we even went through the painful process of redo. Finally, we made this build. In this build, we optimized the interaction method, added several skills and melee weapons to improve the diversity of gameplay, and of course, the art quality has also been further improved. We hope that the efforts we've put in will result in a memorable experience for you. Also, we add some skins, check them out:
- New name is Z-Grav: Clash - 20 March 2024
With this new name, we would like to emphasize more intense combat elements rather than just Battle Royale.
- DEVBLOG 007 — Gravity Royale VR Game— Biweekly progress - 20 November 2023
Hello everyone, I’m Lucas. Just finished a week of development and now it’s time for a happy weekend. Let me take a sip of coffee and chat with you about what we’ve been up to in the past two weeks. The concept art design for the melee weapon is nearing completion. We’ve designed a transforming knife that elongates when held with both hands, emitting a dazzling light to intimidate enemies XD. At the same time, the second handgun has also completed its concept art design. We have two efficient and talented weapon concept artists producing at a crazy pace, drawing so fast that they leave afterimages. The idea of throwable items has entered the optimization phase. Interestingly, due to an unexpected twist, all items — weapons, healing items, ammo boxes, and anything throwable — had their damage set to 1 point by the game designers XD. So, in the testing of the bi-weekly version, we had a “…
- DEVBLOG 006 — Gravity Royale VR Game-Biweekly Progress - 8 November 2023
Hello, everyone. I'm Lucas, and I'm wondering - have any of you purchased the Quest 3? Our development team has already gotten their hands on it, and the results are quite exciting! Today, I'd like to share some of what we've been working on. Firstly, we've adjusted our goals for the latest version based on the feedback from our last test. The most discussed aspect was the interaction design of our game. Whether it's item handling, putting things into your backpack, or even the mini-map, the interaction experience in the previous version left a lot to be desired. Therefore, we've been dedicating a lot of effort lately to relearning and redesigning the interaction for VR devices. We've conducted extensive testing within the project to ensure that when you play, the interaction design is smooth, and all interactions will become more efficient and user-friendly. Next, our previous BR map i…
- DEVBLOG 005 - Gravity Royale VR Game-Level Design - 25 October 2023
Hello everyone, I'm Lucas, one of the designers of Gravity Royale VR. Today, I'd like to share how we designed the game levels in Gravity Royale VR. Game-level design for VR games posed a significant challenge for us. Before starting the design process, we researched VR open-world game levels, such as Population One, Ghost of Tabor, Stand Out VR Battle Royale, etc. During this process, we realized that most open-world VR games were limited by the capabilities of all-in-one headsets, which restricted the design possibilities of the game level. Therefore, we made some new attempts, hoping that this direction would be right and loved by players. Drawing from our previous design experience and insights from traditional PC shooting games like Valorant, COD, and CSGO, we expanded our design thinking. Our first focus was to ensure that players wouldn't feel bored while moving through the level…
- DEVBLOG 004 - Pre-Alpha Test Review - 10 October 2023
Hi, I'm Neal, the producer of Gravity Royale. The Pre-Alpha test has lasted for seven days and concluded successfully. I'd like to express my sincere gratitude to all the players who participated in our game's Pre-Alpha test. Your involvement made this test meaningful. Next, I want to share the overall results of the Pre-Alpha test, suggestions from everyone, and our plans for the next phase. Pre-Alpha test Results: 1. Game Progression: It was possible to complete the entire game progression successfully. The entire Battle Royale gameplay process, including lobby matchmaking, parachuting, battles, match settlement, and returning to the lobby, could be smoothly completed. 2. Client Performance: In the QUEST 2 version, the frame rate remained consistently at 60+ throughout the gameplay, ensuring smooth movement during battles. Some PC streaming players experienced a "mysterious space" iss…
- DEVBLOG 003 - How We Make Firearms Into VR - 14 September 2023
Hi guys, I'm Patrichor, a designer for Gravity Royale VR. Today, I want to share some ideas on how we design firearms. Let's start with the external design of our guns. Visually, we aim to provide players with a fresh visual experience while maximizing usability in VR interactions. With this goal in mind, we have designed futuristic-looking weapons while retaining the interactive structure of modern firearms. We want to give players a sense of novelty while ensuring that the way they handle the guns in the game aligns with their expectations. Additionally, the most notable feature of Gravity Royale's firearms is their ability to transform. This transformation goes beyond changes in appearance; it also affects numerical attributes. For example, when dual-wielding the YF-30, you will notice the barrel shroud contracting and extending, resulting in more stability and accuracy during shooti…
- DEVBLOG 002 - Gravity Royale VR’s Three-Dimensional Space Combat Design - 30 August 2023
Hello guys! I’m EchO, one of the Game Designers of Gravity Royale VR. I am mainly responsible for character movement design. I wanted to share some words about our three-dimensional space combat design with you guys. Our game, Gravity Royale VR is a BR game. This means that you will be collecting loot on a very large map, moving and fighting through different environments as the ring shrinks, and winning the game or being eliminated. Most popular VR shooter games at the time, like Contactors VR and Pavlov VR, are all CQB Games. Players are allowed to fight in limited close quarters. The main way the character moves is by walking and running. Obviously, for our game, we don't want players to traverse such a large map using only their two legs. It would be tiresome and boring. So we need more interesting movement abilities to allow players to move and fight freely and quickly in a larger…
- DEVBLOG 001 - Words From Gravity Royale's Dev Team Leader - 17 August 2023
Hello! I’m Neal, the leader of NeVRLand Studio & Gravity Royale VR dev team. I am very excited that, after 1 year of development, Gravity Royale VR will finally meet players in Pre-Alpha. First of all, about our studio. We are a new VR game studio that has members from different countries and cultures. All of us have over 10 years of experience in developing shooting games. Our common goal is to craft high-quality multiplayer VR games that transport players to captivating virtual worlds, offering enjoyable and unforgettable gaming adventures. Our game, Gravity Royale VR is a Fly-'n-Shoot Battle Royale VR game built on Unreal Engine 5. As a BR game, we have all the exciting elements you've experienced in previous BR games. You will need to survive in the pressure of the shrinking circle in a battlefield called Floating City, competing with other teams to seize resources and collect compo…